Player

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Revision as of 16:57, 20 December 2022 by Kold (talk | contribs) (Created page with " =Player Trees= ==Dexterity== 80x80px Aliases: DEX Category: Offense {| class="wikitable mw-collapsible mw-collapsed" role="presentation" |<b>Dexterity by level </b> |- | '''Per Level''' +10% ammo pickup Less chance to drop a weapon (before training any Dex players start off with a 50% chance to hold on to a weapon after a Strength Weapon Knock. Each Dex level raises your chances by 2%) +2 cubes after each res...")
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Player Trees

Dexterity

Dexterity player.jpg

Aliases: DEX
Category: Offense

Strength

Strength player.jpg

Aliases: STR
Category: Offense

Karma

Karma player.jpg

Aliases: KAR
Category: Defense

Wisdom

Wisdom player.jpg

Aliases: WIS
Category: Defense

Technical

Technical player.jpg

Aliases: TECH, TEC
Category: Defense

Spirit

Spirit player.jpg

Aliases: SPI
Category: Mixed

Rage

Rage player.jpg

Aliases: RAG
Category: Offense

VitHealth

Vit player.jpg

Aliases: VITH
Category: Defense
No Training Limit
Per Level    
   +35 Max health
   +35 Spawn health

VitArmor

Vit player.jpg

Aliases: VITA
Category: Defense
No Training Limit
Per Level    
   +75 Max armor
   +10 Spawn armor

Munition

Munition player.jpg

Aliases: MUN
Category: Offense
No Training Limit
Per Level    
   4.75% damage per level
   NOTE: This stacks with weapon levels above 6 so when using a level 10
   weapon with 1 munition you would have a bonus of 14.75%. Damage
   from Bide, Empathy Shield, Rage Mines, Rage Poison, and Karma 7
   Fake Health are not affected by Munition. Also, while blast damage from
   the various weapons is increased by Munition, the blast radii are not increased.

Notes

Damage Notes

Special note on damage - Several abilities in KOTS2007 do things based on damage dealt. These include Ammo Steal, Weapon Knock, Poisoning, Quad Rage, Armor Knock and Empathy Shield.

All of these damage calculations are done AFTER

  • Player upgrade resistances (like Strength 4 and Wisdom 2)
  • Weapon resistances (the "resist" command)
  • Team mode (you cannot steal ammo from teammates in CTF/teamplay/spreewar)
  • Spiritual Rail Deflection (if a rail is deflected, then no ammo is stolen from the Spirit 7 player)

but BEFORE

  • Wisdom health damage reduction
  • Technical armor damage reduction
  • Loss of armor by the victim

ie., if your player has done "resist grenade launcher" and has upgraded Strength 4, then together your player will take 43.75% less damage from a grenade blast. Similarly, any ammo stolen, for instance, would be 43.75% less than normal. However, for the other example, if your player has, for instance, Tech 5, then damage done to your armor would make it seem as though 55.6% less damage was being done. However, any ammo stolen would still be the full 100%.

Other

  • BE CAREFUL WHEN USING THE MENU TO UPGRADE BECAUSE THERE IS LAG!
  • You receive 1 player point per character level gained.
  • You cannot train a player tree to level 10. Unless there is no training limit then you must hold a rune to reach level 10.
  • Training past level 5 in more than one tree requires extra points. The first two past level 5 only require one point, the third requires 2 points and each subsequent training requires an extra 2 points more (1, 1, 2, 4, 6, 8, 10, 12, 14, 16, 18, 20, etc.).
  • Categories don't really have any meaning there just there so some of the newer players can quickly look for something they want. Some defensive abilities have some offensive use to them and vice versa for offensive player upgrades.
  • Highlighted areas indicate more important information such as notes or in game commands